Sunday, October 30, 2011

Chappy's Shenanigans #3

Air Neos OTK baby.


You can view the previous edition of my shenanigans Here

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Friday, October 28, 2011

Deck Profile: Infernities


The Wild West Deck of Yugioh
Infernities are an archetype consisting of All Dark attribute monsters with mostly fiends. It prioritizes on filing its graveyard with Infernity monsters and emptying out the user's hand. This Article will explain the many strategies and techs they may utilize. Warning; Infernities are more complicated than Gravekeepers so this article will be substantially longer than My Last Deck Profile.

The Main Players
Infernities generally stick to Infernity Archfiend, Infernity Necromancer, Infernity Mirage, Infernity Beetle and Infernity Avenger. All of which are effect monsters which require an empty hand to activate. Archfiend and Necromancer hold the most important effects for getting the gears in motion.

I've seen plenty of builds running Infernity Randomizer because of it's draw effect but I personally don't think of it to be as effective as the the other five.

With Infernity Archfiend there are several advantages and disadvantages. Archfiend's effect can target any infernity monster/spell/trap. This makes it part of the consistency engine within Infernities. What it also does is open its user up for misplays if they lack the ability to properly understand the deck. While you may gain a card from special summoning it, it will place a handicap on the rest of your Infernities if you search a card you can't remove from your hand. The common play is search out an infernity monster if you haven't normal summoned yet, or to fetch Infernity Barrier/Infernity Launcher.

Infernity Mirage is the next item of this deck. Its abilities are somewhat a combination of Infernity Beetle and Necromancer. Tributing this card to summon 2 Infernities from the grave is a powerful effect that is essentially a floating Infernity launcher. What balances this card is the fact that it can't be special summoned from the grave, but there are a number of ways around this. Using Monster reincarnation is an amazing tech to emptying the hand along with getting mirage back or Hundred-Eyes Dragon, but I'll elaborate more on Hundred-Eyes Dragon after I've explained the rest of the Infernities.

Infernity Necromancer is the card that abuses the grave the most in Infernities. Its purpose is to simply special summon any Infernity that isn't itself while the users hand is empty. This effect can allow you to synchro with Beetle/Avenger, search with Archfiend, or simply create more field presence. Necromancer's stumble ability makes it a lot safer to normal summon it, with an attack of 0 and no more, being automatically swapped to defence mode is an effect that only banes Infernity Barrier but it makes up for it by special summoning a new monster in attack mode if desired. There are obvious disadvantages to this card though, such as not having a grave. This applies to Infernity Mirage as well.

There isn't much to say about Infernity Beetle. A Good card that can duplicate itself to thin out the deck and also fill up the grave. It's a tuner that makes things happen really. Even if there are no materials to synchro with, there is always the choice of overlaying into Gachi Gachi Gantetsu. The only disadvantage to beetle is opening/drawing multiples. Which can be made up for with Infernity Inferno or Infernity Launcher.

Hundred-Eyes Dragon is just a neat card that any Infernity build should run. Like many Infernity effects, it requires a decent grave. Its ability is to banish any Dark Monster under level 6 and imitate its effects. This means Dark Grepher can also be targeted along with any of the five Infernities previously discussed. Hundred-Eyes Dragon is essentially one of the most flexible cards Infernities can use and with 3000 Attack, why not?



The Support
Infernities rely on using Spells and Traps just about as much as Gladiator Beasts do. See the perks of Backrow is that you can set up to five, where as you can only play 1 Infernity Monster from your hand generally. It is the simple solution to a clogged hand.

Allure of Darkness is a fantastic tech in Infernities, not just because they're mostly Dark monsters, but because It will also remove a monster to prevent clogged hands. The disadvantage of this is that you will lose an Infernity, but the advantage generally outweighs the cost and may even gain from the cost.

Call of the Haunted and Monster reborn are obvious additions to this deck as they special summon from the grave or just loiter on the field for reduced hand presence.

Infernity Barrier is literally the best protection Infernities have, making it worthy of its name. What I can not stress more about this card is the fact that you absolutely have to be playing the deck properly in order to use it. It is not as flexible as solemn judgment, but it does cover all activation types.

Infernity Inferno = Hand Eater, Grave Filler. Absolutely necessary in Infernities. Toss out the cards you don't like and thin out your deck while you're at it. Completely Chain-able and a part of the Infernity Consistency Engine. This also explains Foolish burial being used to further thin the deck and create more targets for various Infernity effects or revival cards.

Infernity Break is yet another trap card used by Infernities that once again relies on grave presence and being empty-handed. The good thing about it is that you can select any Infernity card to activate the effect. This means you can use an old Infernity barrier instead of your monsters.

Dark Grepher is a floating Infernity Inferno, making it useful for emptying your hand and adding to the grave but a flaw that mustn't be overlooked is that grepher has little use if you hold no monsters. What makes it a risky card but also apart of the Infernity Consistency Engine is that it helps you start off but can hurt the deck if you draw it alone.

One for One is simply a tech that infernities could use considering they use avenger and mirage. If the targets for one for one were no longer in the deck, it could still be set to avoid hand cluttering.

Maxx "c" and Effect Veiler. These two cards are not exactly popular in Infernities, considering they are hand activated cards but something to consider is that maxx "c" can be sent to graveyard whenever the user wishes, while Effect Veiler only needs an opponents monster on their field during their turn. On paper it sounds situational but what are the odds of your opponent not having an effect monster out on their turn?

Next up is Infernity Launcher. This card is limited to 1 and with good reason really. It's purpose is to empty your Infernity monsters into the grave or bring back monsters you've sent to the grave. This pretty much is where your opponent feels like scooping, especially if you have a healthy Infernity grave with Necromancer and Archfiend. While a limited to 1 card doesn't seem to be all that worth it, it is searchable by Archfiend making it easier to get and easier to win.

Pretty Much Covered Eveything but some of the Side-deck so I'll just get to that now.
Debunk is sided in because sometimes you may come up against cards that rely too much on the grave to use their effects but while Infernities use the grave as their 'second hand', only Mirage and Beetle's effects resolve in the grave (Avenger's activates in there too i guess). Debunk is the answer to a lot of monsters like Grapha, Discard Search Monsters like Hecatrice, Elemental Hero Captain Gold, and what would bother Infernities the most; Effect Veiler and Maxx "C".

Snipe Hunter is side-decked incase the deck comes across monsters that can't be destroyed by battle and the like. It's an easy to piece together tech as snipe hunter can discard an unlimited number of cards. Snipe Hunter can also be replaced by Fabled Raven if you desire as Raven can also empty a hand of monsters if need be.

Lastly, Mind Crush. I personally don't like main-decking mind crush, but Infernities are one of the few archetypes that can profit substantially off this card. Simply put, Mind crush can empty a hand but it can also be set back by the fact that you can't activate this without a hand.

All of my praise if you're still reading this attentively. Thanks for reading, Until next time.

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Wednesday, October 26, 2011

Promotional Card From Tag Force 6: Crimson Blader


Crimson Blader
FIRE AttributeWarrior/Synchro/Effect Level 8 2800/2600
1 Tuner + 1 or more non-Tuner monsters
If this card destroys an opponent's monster by battle and sends it to the Graveyard: Your opponent cannot Normal or Special Summon Level 5 or higher monsters during their next turn.

A great Level 8 monster with a very interesting effect, useful in any deck that Synchro Summons. With 2800 ATK, same as Scrap Dragon's, not much gets over it in battle, and if it kills a monster, then your opponent will not be able to Special Summon anything big as a response to Crimson Blader.

Large targets include Grapha, Dragon Lord of Dark World, Master Hyperion, Archlord Kristya, Dark Armed Dragon, basically any Synchro monster, and Fusion Monsters. The card provides just a little bit more protection against those cards by preventing them. Sure, your opponent could decide to not summon a monster for you to destroy, so they can try and get their boss monster out the next turn, but is it worth taking 2800+ direct damage, potentially? In Plant Decks, it's very easy to take advantage of an empty field, with cards such as Trishula, Spirit Reaper, and other cards that knock cards out of your opponent's hand, possibly knocking that boss monster out of their hand, foiling their plans.

Weaknesses that this card has is that it obviously does not stop XYZ summons, though not many XYZ monsters currently can get over Crimson Blader, with the exception of Wind-Up Zenmaines, and Number 30: Acid Golem of Destruction (but that card is bad unless you have a Skill Drain active on the field, or something). Sure, there are XYZ monsters that have effects that can destroy it, but often they need Level 5 or higher monsters to Special Summon them.

That's all for now, not much else to discuss, currently.

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Wednesday, October 19, 2011

Debunk

Sorry for the lack of updates, I personally have school. Also I'm very lazy.

Debunk
Counter Trap
Negate the activation of an Effect Monster's effect that activates in the hand or Graveyard, and remove it from play.

I've recently been testing Debunk for my side deck and I've seen excellent results. It hits so many decks in the meta hard enough, I've even considered main decking it. The only thing stopping me is how it can end up as a dead card, slowing down my deck. I would consider it for the main deck of a Counter-Fairies build.
Large Targets
While it hits several main deck staples like Effect Veiler, Gorz, and even Maxx "C", it also can break the backs of entire engines.
The plant engine is broken by this card. While Lonefire Blossom can still work through a Debunk, usually giving them a Formula Synchron; cards like Dandylion, Glow-Up Bulb, and Spore all fall at this card.
T.G. Variants also die to this card. Not only does it stop all T.G. searching business, but it also cuts off Reborn Tengu. Unfortunately, it cannot stop them from special summoning Striker, then Warwolf, then normal summoning Rick Ross and going into Trish.
Fableds and Dark Worlds all get smashed by this card, as all of their effects activate in grave or in hand.
X-Sabers get cut off from Darksoul and Emmersblade, shutting down their set ups for large synchro plays.
Blackwings lose Vayu, which is arguably their best card at this point.
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Saturday, October 15, 2011

Light Pulsar Dragon

Taking a break from Rescue Rabbit for a bit to discuss a recently spoiled card that is claimed to be broken by many.

Light Pulsar Dragon
6 Star Light Dragon/Effect
You can banish 1 LIGHT and 1 DARK monster from your GraveyardSpecial Summon this card from your hand. You can send 1 LIGHT and 1 DARK monster from your hand to your Graveyard; Special Summon this card from your Graveyard. If this card is sent from the field to the Graveyard: You can target 1 Level 5 or higher DARK Dragon-Type monster from your Graveyard; Special Summon that target.

Basic Overview
This card's power comes from how easily it can get out, into the grave, and out again. Dragon's have access to two major cards that get them into the grave, Dragon Ravine and Future Fusion (for Five-Headed Dragon). With either of these cards, you can pitch a variety of cards that assist Pulsar. For example, with Dragon Ravine you can pitch both a Light and Dark Dragon, then Banish both to summon Pulsar. Pulsar almost always will grab REDMD, and REDMD will almost always grab Pulsar, they complement each other perfectly. Since Pulsar's effect can never miss timing, there are a wide variety of ways to pitch it and get value. These destructive elements are what has lead to the deadly Pulsar FTK.

Pulsar FTK
The concept of Pulsar FTK is to get out REDMD, Pulsar, and (Toon) Cannon Soldier, or Pulsar and Cannon Soldier with a REDMD in Grave. You then sack Pulse for Cannon, get out REDMD, then SS Pulse back with REDMD and sack REDMD then Pulse, Rinse and Repeat. The deck also has synergy with a slew of great FTK cards, like Toon Table of Contents, Trade-In Blue-Eyes and Consonance White Stone.These cards are commonly referred to as the Deep Draw Dragon engine, and they fit perfectly with this deck.

Non FTK Tricks
In addition to having a whole FTK, this card has several other easier combos.
Enemy Controller: You can sac Pulse for Econ to take control of a monster for a turn and then summon a REDMD
Plaguespreader: Plague + Pulse = 8 Star Synchro and a REDMD. Summoning Plague then SSing Pulsar with 2 REDMD in grave can lead an easy OTK.
Glow-Up Bulb: You can synch Bulb with Pulse to make Black Rose Dragon, pop the field and then get a REDMD once the field is cleared off.
Galaxy-Eyes Photon Dragon: You can tribute REDMD and Pulse for this guy, then resummon REDMD with Pulse eff and then get Pulse with REDMD effect. That's 8300 damage.
Dark Hole or Torrential Tribute: You can pop the whole field with one of these and then get back REDMD with Pulse, then get Pulse with REDMD.

In conclusion, Pulsar will probably get Cannon Soldier and Toon Cannon Soldier banned just as Sams got Mass Driver banned, as the only practical use Cannon has at this point is to pop out a busted FTK, and without him Pulsar just becomes another good dragon instead of a broken combo piece.
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Friday, October 14, 2011

Gladiator Beasts: Totally Not My Furry Fetish

Gladiator Beasts are without a doubt one of the most amazing archetypes ever created in Yu-Gi-Oh. They are what is called a "toolbox," which is a group of cards that you have access to that can certain situations. Gladiator Beasts can be aggressive, and can be a control deck, and it isn't uncommon for the deck to switch from one play style to another in mid-duel. Gladiator Beast monsters all have a "tag" effect, in which at the end of a battle phase (including your opponent's), if the Gladiator Beast monster attacked, or was attacked, and was still present on the field, you could return it to the deck ("tagging"), and Special Summon from your deck another Gladiator Beast monster with a different name as the one you tagged. GBs that you tagged in gain effects from being tagged, such as Gladiator Beast Laquari, a 1800 ATK monster. His effect states that when he is special summoned by the effect of a Gladiator Beast monster, his original ATK becomes 2100.



When the deck first came to be, Gladiator Beasts were an anti-meta deck, which got use out of Shadow-Imprisoning Mirror, and Gladiator Beast Heraklinos, and hid behind multiple Solemn Judgments. There was no Gladiator Beast Gyzarus, or Essedarii. They came around later, Gyzarus first, and Essedarii, coming out on May 10th, 2011, with all of the Extreme Victory cards. Nowadays, Gladiator Beasts are fast, powerful, and have many options in their main deck, and have lots of ways to take care of different problems.








There are lots of ways to run Gladiator Beasts. Most Gladiator Beast decks run a low amount of monsters, typically 13-16 at most. They run a lot of search cards, as well as a lot of spells, and traps, almost all of which negate things, or destroy a card, or generally just make your opponent lose a card, such as Bottomless Trap Hole, or Solemn Warning. The following are ALL Gladiator Beast variants, all of which play differently, for the most part, and some are more competitive than others. They are:

Prisma Build: Very aggressive, Elemental HERO Prisma's effect can turn himself into either Gladiator Beast Bestiari, or a Gladiator Beast Laquari, and coupled with another Gladiator Beast, you can make a Fusion Gladiator Beast monster very easily. Uses Test Tiger to tag monsters (Including Elemental HERO Prisma)A Hero Lives makes Special Summoning a Prisma or Elemental HERO Stratos easy, and then you can Normal Summon, and make a Gladiator Beast Gyzarus or Essedarii.




Tigerless Build: The anti-meta toolbox. You don't run Prismas, nor Test Tigers, and you just run 11-13 Gladiator Beast monsters, and some tech monsters, such as Neo-Spacian Grand Mole, Blackwing - Gale the Whirlwind, Thunder King Rai-Oh, Kycoo the Ghost Destroyer, Doomcaliber Knight, and King Tiger Wanghu. The deck negates EVERYTHING.

Dimensional Fissure Build: This deck shits on Dark World, Plants, any deck that relies on the Graveyard. They all need the Graveyard to work, and if D-Fissure sends any monster that would be sent to the Graveyard to the remove from play pile, then cards that get effects that activate in only the Graveyard are dead cards . It's extremely anti-meta. You can even tech in Guardian Eatos.





Icarus Gladiator Beast Build: The deck makes great use of Icarus Attack, by running many Winged Beast monsters, including Gladiator Beast Bestiari, Equeste, and even Lanista, a very interesting Gladiator Beast. You can add in Blackwing - Gale the Whirlwind, too, and halve a monster's ATK/DEF permanently, and then play Icarus Attack, tribute the Gale, and destroy two cards (perhaps spells and traps), and play a Gladiator Beast to get over the monster whose ATK/DEF you halved.




Respite Gladiator Beast Build: The deck runs three Gladiator Beast Respite, which you use to recycle dead cards in your hand, and can turn a shitty hand into something amazing. It's an extremely consistent deck. You can return a Gladiator Beast Respite to the deck with the Respite that you play, even, and then return the Respite you used with Gladiator Beast Equeste.







Counter Gladiator Beast Build: This build uses a lot of Counter Trap cards, to negate EVERYTHING. You then can add Van'Dalygon the Dark Dragon Lord, and make great use of it, having an awesome 2800 ATK beater that can do either 1500 burn damage to your opponent, destroy a card your opponent controls, or Special Summon a monster in your Graveyard, such a Gladiator Beast Gyzarus, if it was properly summoned and was perhaps destroyed earlier. You would get the Gyzarus effect from Special Summoning him, and thus destroy two more cards, potentially. Dark Bribe and Divine Wrath are both really good cards for Counter Glads.


Equip Gladiator Beasts: The last variant I'll discuss is not a competitive build, but is still very fun to play anyways. You play with the Gladiator Beast Equip Spell cards, Gladiator Beast Spartacus, and plenty of Gladiator Beast Hoplomus. You can even use Elemental HERO Prisma to copy Spartacus and make the Fusion Monster Gladiator Beast Gaiodiaz.


All in all, Gladiator Beasts aren't the best deck in the game, but they are the most difficult to play, as one misplay can cost you the game. You need to know how to deal with a specific deck, and you need to know how your cards work, too. It takes a lot of time and effort to learn how to play Gladiator Beasts efficiently, but if you do, you will be rewarded with many victories. Stay classy.

-Brian
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Deck Profile: Ratbox Samurais

A format ago Six Samurai decks were a force to be reckoned with. Six Samurai decks were praised by some, and hated by others but both sides could agree that the deck itself was one of the more consistent decks of the format.

Fortunately for the sake of the game they took a pretty lofty hit from the new banlist. Legendary Six Samurai - Shi En was limited along with Shien's Smoke Signal. Even after the banlist Six Sams are still around, only not as strong.

Usually for Six Samurai decks staples are as followed: x3 Kizan, x3 Kagemusha, and x3 Kageki. All Six Samurai decks use this as a standard, more or less. The rest of the Six Samurai cards are put in depending on what kind of a deck you want to have. As you can tell, I side deck Kageki, merely because I'm use a Ratbox variant in my deck. A Ratbox deck is a toolbox variant that centers around bringing out monsters from Giant Rat's effect. All of the Six Samurai in this deck are Earth so that I can exploit their explosive swarming and synchro into the Naturia monsters, Barkion and Beast, to lock down my opponent according to what kinds of backrow they have.

This deck is fairly consistent, it has a lot of swarming ability with Kizan, and Grandmaster being able to special summon themselves when I have a Six Samurai monster out. There's one thing though, Grandmaster is limited to where you can only have one of the card out on the field at a time. Elder of the Six Samurai is practically a level 3 Cyber Dragon with the ability to special summon itself if you control no monsters, but your opponent does. Spirit of the Six Samurai is a Union monster that gives Six Samurai monsters 500 attack, and lets you draw a card when you destroy a card. This can be very helpful, since Grandmasters attack is 2100, and when you add the 500 to the original attack, it allows you to defeat strong and annoying monsters like Stardust Dragon and Brionac, Dragon of the Ice Barrier. In place of Kageki I run Marauding Captain because he can summon all monsters level 4 or under from my hand, and is not limited to Six Samurai monsters and it's also an Earth monster that helps for Naturia Beast. Giant Rat speaks for itself, I can use him to special summon Kagemusha, Marauding Captain, Spirit of the Six Samurai, Elder of the Six Samurai or Neo-Spacian Grand Mole. Grand Mole is a great card in that his effect allows you to "bounce" monsters, or return them to the hand when the monsters battle. This can work especially good against Synchro monsters, since instead of going to the hand, they are sent back to the Extra Deck and have to be Special Summoned again. I also run two Effect Veiler because it has pretty much become a staple, in the ability to stop effects for one turn. In some cases like Caius the Shadow Monarch or Trishula, Dragon of the Ice Barrier that have Trigger Effects which activate when they're summoned, and don't activate every turn, Effect Veiler can stop them completely, which is an amazing asset to have especially if you're close to pushing for game.

The Spells for the most part of self explanatory, staples like Monster Reborn, Dark Hole, Book of Moon, x2 Mystical Space Typhoon, Heavy Storm. There are also the Six Samurai spell cards that you usually run, like Gateway of the Six Samurai, Shien's Smoke Signal and Six Samurai United. Spell cards that I run that AREN'T staples are ones that I feel run fairly well in this deck, like Forbidden Lance and Miracle Synchro Fusion. Forbidden Lance is a phenomenal card which can thwart cards like Mirror Force and Dark Hole, although taking away 800 attack which is most cases is completely worth it. Miracle Synchro Fusion is kind of an odd card, I use it to summon Dragon Knight Draco-Equiste. Equiste is a 3200 beater, that lets me take the effect of Dragon Type Synchro monsters for a turn. It's good if you have a clear field and a Dragon Synchro monster and a Warrior monster in your graveyard, which you'll usually have since this deck is predominantly Warrior, and you'll be synchro summoning into Naturia Barkion a lot in this deck.

The Traps are pretty much staples as well in that you have Solemn Warning and Judgment, Mirror Force, and Torrential Tribute. Trap cards that are becoming staples like Trap Dustshoot and Mind Crush which can cripple an opponents hand early in the game. There are also the Six Samurai traps Musakani Magatama and Double-Edged Sword Technique which explain themselves if you read them.

My Side Deck consists of x3 Kageki, x1 Maxx "C", x2 D.D. Crow, x1 Naturia Landoise, x1 Mind Control, x1 Mystical Space Typhoon, x1 Debunk, x1 Solemn Warning, x1 Bottomless Trap Hole, x1 Mind Crush, and x2 Call of the Haunted. Most are kind of self explanatory, you use Maxx "C" if you're going against decks that special summon a lot. D.D. Crow and Debunk cripple decks like Dark World and Fabled. The rest are pretty much extra staples just in case you need them in game two and three.

The Extra Deck reads x1 Ally of Justice Catastor, x1 Brionac, x1 Naturia Beast, x1 Naturia Barkion, x1 Driven Daredevil, x1 Stardust Dragon, x1 Trishula, x1 Black Rose Dragon, x1 Scrap Dragon, x1 Shi En, x1 Gem-Knight Pearl, x1 Number: 39 Utopia, x1 Steelswarm Roach, x1 Number: 20 Gig-Anto Brilli-Ant and x1 Draco-Equiste. Catastor, Brionac, Beast, Barkion, Stardust, Tishula, BRD, Scrap and Shi En all speak for themselves. I run a Driven Daredevil since he's a level 7 synchro monster that I can go into without having BRD, and that his effect allows him to get over a lot of cards. Utopia and Roach are staples, and I run Gig-Anto Brilli-Ant mainly because I was doing test runs against decks for that spot and his effect allowed me to win against an Agent deck 2-0.

Pretty much overall, the deck is fairly consistent and allows for huge plays, even though you DO want to play conservatively this format. It has some flaws since it's just now coming back from being knocked down from the banlist. I don't think you'd be topping Regional Tournaments with this deck, but I'd say you could still win using Six Samurai even though everyone tries to say that they're dead because their boss monster was limited.
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Chappy's Shenanigans #2

Evil Heroes out-sacking the zombies in this one

You can view the first edition of my shenanigans Here
and my next addition Here
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Chappy's Shenanigans #1


Just Being Joey Wheeler at this time. Nevermind that I XYZed
You can check out the next edition of my shenanigans Here
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Tuesday, October 11, 2011

Rescue Rabbit Part II: The Deck Options

Continued from Part I

Rescue Rabbit grabs ANY Normal Monster (under Level 4), and this leads to a lot of options when building a Rabbit Deck.

Possible Rabbit Variant Choices
There are several archetypes that can jam in 2-3 Rabbit with their (previously useless) Normal Monsters. While there are many archetypes that can use these Normies, I will go into detail with the ones that I personally see potential in.

Rabbit Glads
The concept of Rabbit Glads is using Rabbit to get Gladiator Beast Andal and then contact fusing into either Essedarii, Gyzarus or Heraklinos (Depending on what options you have). This deck is highly explosive, and plays much like Prisma Glads, only with more contact fusion and overall more destructive output.
Rabbit Glads have several advantages over other Rabbit Builds. Firstly, the Normal Monsters you run recycle themselves through contact fusion, so you only need to run 3 of them. Secondly, Test Tiger can turn your dead normal cards into live Gladiators like Bestiari, Equeste or Laquari.
 An example of a destructive Rabbit play could be, Summoning Rabbit for 2 Andal, SSing Test Tiger to return one Andal for Bestiari then Contacting into Gyzarus.

Gem-Rabbit
Gem-Knights need to use Normal Monsters for several of their fusions, like Ruby, Aquamarine, and Topaz. This deck uses Rabbit as a bridge between the deck and the field for these Normal Monsters. If there is one thing I have learned from playing Rabbit Decks, it's that having Normies in your hand is bad. While Gem-Knights can ditch these Normies better than most variants with Gem-Knight Fusion, having them on the field allows you to go for larger plays that can incorporate Xyz Monsters like Daigusto Emeral to go plus.
Rabbit in Gem-Knights can lead to great plays with Super Polymerization. You can fuse their Thunder King Rai-Oh with one of your Normies to make Prism Aura, or fuse one of your Gem-Knights with their Leviair to make Amethys.
Gem-Rabbit has great synergy with the Xyz monsters Daigusto Emeral and Lavalval Chain. With Lavalval Chain you can mill Gem Fusion and then add it to your hand if you need to, and with Emeral you can summon a normal monster for fusion or do half a Pot of Avarice.
Gem-Knight Obsidian is also great for going plus and doing a big OTK, as you can swarm the field with fusions and Normies. Obsidian can basically turn 2 Normies and a Gem Knight Fusion into a Rank 4 Xyz and a fusion, rather than just a fusion.

SalvoRabbit
The problem Salvo Decks have had for a while is that they lacked a good Level 4 Dark Machine Type for Black Salvo, and had to rely on Dekoichi. Rabbit fixes this problem pretty effectively by bringing Mechanicalchaser and Blocker into play. Salvo Rabbit also has access to the extremely aggressive card, Limiter Removal. An OTK with Limiter Removal and 2 Chasers is very powerful and easy to pump out. Salvo-Rabbit also has access to Allure of Darkness, which I referenced in a previous article and will reference again in the next article. I cannot stress how great Allure is for rabbit, especially with most Rabbit decks spamming Leviair.

Verz Rabbit
Verz is still in the works as not all of the cards for the archetype are shown yet, but I already see how powerful this deck can be. Verz Bahamut is, in my opinion, the best aggressive Level 4 Xyz. It can steal their boss monster and then make a large push. Verz Heliolope is also great because it pushes right over 1900 attack beaters, like Rai-Oh which can negate Bahamut while it is out. Corrosive Contagion Infestation is an excellent way of recycling your Helio back into deck, letting you safely run only 3 Normal Monsters. Again, we gain access to Allure of Darkness, helping this deck's consistency a lot. Also Olanta and Kaitos work like Smashing Ground and Mystical Space Typhoon, while being searchable with Infestation. Mandrago is another way of getting out Bahamut without having to use Rabbit.
 
Hero Rabbit
"Heroes are basically Gem-Knight's cooler older brother" - VeryUnoriginal
Hero Rabbit plays very similar to Gem-Knight Rabbit, but has access to a few other goodies. The deck still pulls off those Super Poly plays thanks to the Omni Heroes, but it also gets Miracle Fusion. The main tossup between Gem-Knights and Heroes is the choice between Gem-Knight Fusion and Miracle fusion. While Gem-Knight fusion can ditch Normals from hand, and recycle itself perpetually, Miracle Fusion is still the better card in my opinion. Not only are the Hero Fusions better than Gem-Knight Fusions, topdecking Miracle Fusion can seal your win, or turn a duel in your favor.


These are the most relevant Rabbit decks in my opinion, but I left out Pure Rabbit Dinosaur. With the next article I will go into Pure Rabbit Dinosaur and the Extra Deck Toolbox.
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Counting Cards: The Pluses and Minuses of Yu-Gi-OH.

Counting cards is essential in understanding how to play your cards and is a great way to reduce your chances of ending up with less cards than your opponent and further increases your chances of winning that certain game you need to win. What i mean by counting cards is not the way that you see in casino movies or anything like that. Its much simpler than some convoluted mathematical equation. In Yu-Gi-Oh at the start of the game we start with six cards each. Lets say for some reason or another you play card destruction and discard your hand to draw five and your opponent does the same. Now already off the bat you are at a disadvantage. When it come time for you to end your turn your opponent will draw to six, ahead of you by one card already. Now, this might not seems to be like a big deal at this point in time but I will stress this throughout the article: BEING AT A NEG 1(Negative one) IS LIKE PAYING 2000 FOR SOLEMN WARNING ONLY TO HAVE IT BE DARK BRIBED. Now that I have explained what "Neging" yourself is lets move on to One for One cards.


A good example of a One For One card is something like smashing ground or fissure. Lets say its turn one and your opponent has one monster on the field with five in hand. He passes to you and you draw to six. You play smashing ground, it resolves, and destroys the monster sending it to the graveyard. Now count the cards. Five in your hand and five in your opponent's hand. You broke even. With this neither you or your opponent has lost any advantage whatsoever.

With "Plusing" its the opposite of "Neging" yourself. Your opponent has two monsters on the field with 5 in hand. You have a set Torrential Tribute. They summon a monster and you activate Torrential Tribute, destroying your opponent's three monster. You lose Torrential but he loses three cards to your one. A plus 2.

I will delve deeper into "pluses" and "minuses" In the next installment of Counting Cards: The Pluses and Minuses of Yu-Gi-OH.

Hope you look forward to it.



SWXKaw AKA Shane Werner

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Deck Profile: Gravekeepers

These guys were at the top of the T1 List back before September Format hit and they haven't changed much. The fact is, MST at 3 isn't really that big a deal, and neither is Heavy storm. Sure it changes a few things but any good deck won't get phased by 2 cards.
Now then, on with the deck.

Problems they face
From my experience this format, Gravekeepers' greatest weakness are boss monsters. Boss monsters are pretty much ran in every deck and without Royal Oppression Gks are finding it more difficult to stop them. The most common one in this format is the Black Luster Soldier - Envoy of the Beginning (BLS), but that's the great part about GK's; they stop cards like BLS from even hitting the field with Necrovalley. Should any other monsters hit the field with above 2500 attack there are several strategies to counter it.




How to get over Boss Monsters
GK Descendant's pop effect, which basically can only be used on a boss monster if you already had field advantage. BW Gale's amazing permanent half effect which can pay off against Shi En and Stardust, but considering Gale is limited then there is the obvious problem of barely having it when you need it. Another Effective yet not always possible method to take the field back is Synchro Summoning Arcanite Magician and using its effect ONE counter at a time.

Now that that's been covered to an extent, next subject.

Consistency
Probably the most important aspect of a deck. Whether or not it can keep up its power constant and not relying on sacky tactics is what makes a deck good. There are several consistency engines in this deck that are easily visible; GK Recruiter, Allure of Darkness, Pot of Duality, Wonder Wand.
Wonder Wand is a great card because it basically trades in 2 of your cards for 2 more and also doubles as a +500Attack equip card. A great combination I use on occasion to usually is the Recruiter Wand combo. It's essentially a +1 from using Recruiters ability to search out another GK but also getting 2 new cards from Wonder Wand. When I say +1, please refer to this article for Shane's input on the concept of plus and minus. Next up are the Pot of Dualities. These cards should basically be staples in any deck that isn't special summon heavy. With these GKs, the only special summoning they're capable of is using the two tuners and Spy. The latter usually occurring on their turn leaving the dualities less limited.

The Sacky Sector
Sacky signifies reliance on luck. In this deck there are a few sacky cards. the ones to name are basically the tuners and breaker which are all at 1, that contributes to the deck's inconsistency. It is a problem but these cards are difficult to become dead draws.
Starlight on the other hand, (nicknamed Sacklight Road by the team) is often really activated due to luck. The usage of the field spell however basically makes it guaranteed heavy storm protection, also most people overlook that starlight road has the potential to easily gain extra advantage when ramming into mirror force, or when the occasional dark hole is dropped although both scenarios require advantage in the first place so it's pretty sacky anyway.
Royal Tribute is pretty much the sackiest but most powerful card Gravekeepers have at their disposal excluding Necrovalley. It essentially is a punch in the dark that hopefully hits them right in the crotch but it comes with a heavy risk and shouldn't be used first turn unless you're not going to minus again (In my earlier GK days i dropped it on vu's gladiator beasts and went minus 3). So anyway, don't try to gamble royal tribute if you're risking your hand as well. Nowadays i usually set my stuff before hand.

Time for the concluding piece

Necrovalley
This is the greatest field spell to ever hit the meta. All kinds of shit gets ruined by this card. Let's just list some of them for funsies; BLS, Spore, Monster Reborn, Avarice, Agents, Hero Beat, Blackwings, Coth, Junk Doppel.
What Necrovalley does is it keeps everything that is in the grave inside the grave hence gravekeeper. It also gives a 500 Attack/Defense boost which is one of the highest field spell stat bonuses in the game.
What I like most about Necrovalley is that any knowledgeable player can understand it doesn't force a complete lockdown but it limits the potential moves your opponent can make thus allowing you to anticipate more of their strategies or plays and find countering them a shit load easier.
It also gives them something to direct their backrow hate towards which adds to the ease of predicting their initial strategies.

Well I hope this read helped you understand Gravekeepers better whether it was studying up to perform better against them or to improve your own build.
Happy Dueling guys.

- Felix





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Monday, October 10, 2011

Dark World Malefic

Want to see the stupidest deck ever?  Here you go.  This is a shamelessly stolen Dark World/Malefic Hybrid, and it plays by one rule:  Draw hard and never stop pushing.  You win pretty much with just Grapha and sometimes DaD, and outside of a small amount of utility, the deck is almost all offense to an absurd extent-- dark hole, MST, and solemns are all sideboarded by default.




At first glance, the deck plays itself, and this is true to an extent:  Upstart goblin if you have it, dealings if you have it and a Dark World, gate once a turn, trade in or advance draw your malefics... but if you take every opportunity you can to draw, you'll be left without much field presence and can easily deck out.  Knowing when to keep certain resources around and when it's safe to toss them for draw power is key, but the deck really comes down to having a neverending supply of graphas-- if you make sure you can do that, you're most of the way there.

So, what does the deck do well?  For starters, it has immense draw power.  Games usually only last a few turns, and you're often down to less than 10 cards when you run it.  Almost everything at the very least floats, and cards like gate plus all the time.  It's also very hard to deal with using field manipulation-- Grapha will just come back next turn, it has almost no backrow to speak of, and while gate is important, you can draw into a new one no problem if it's destroyed.  Viruses can chain to destruction, netting you all sorts of pluses, and the viruses themselves can cripple your opponent, leaving them open for your victory.  The monsters are also very powerful, and with gate out there are *very* few common monsters that don't tie at best with Grapha, giving Grapha the advantage since he can come back much more easily than most other monsters.  The deck can OTK easily, and an early DaD usually seals the deal.

Obviously it does some things poorly, though.  For starters, it's ass in traditional Dark World mirrors.  You're running dealings instead of dragged down, giving them a huge advantage every time you play one.  If you take that out, your discard sources are gate, card destruction, and morphing jar-- gate can be dealt with easily by your opponent playing their own, and morphing jar is often a crapshoot, leaving you with only one way to discard-- your single card destruction.  Your deck loses almost all its draw power and is incredibly crippled, allowing itself to be walked all over in the mirror.

Also, while the deck handles field manipulation great, it's not so good against graveyard manipulation and summoning restrictions.  The deck's power is almost entirely in Grapha, so if he can't come out (either because he's removed from the game or because something like kristya is on the field) the deck is forced to sit there until the threat is dealt with-- something else it has trouble with.  The only sources of destruction in the deck are 3 graphas (one use only, as there's no way to return them to the hand) and DaD (who rarely comes out).  If you've blown through your Graphas and can't summon DaD, and there's a threat you can't just roll over, you've lost.  Side for round 2 or 3, and make sure you have something to deal with that threat next time.

Overall, though, the deck is very powerful, unique, and fun.  If you're going to run it, here are a few hints:
-If you have the choice to play advance draw or play a virus, the virus is almost always the better option. Chances are you can play both in one turn anyways.
-Your graveyard size is easily manipulatable.  Stygian Street Patrol removes itself, and you can bring back Graphas to shrink the GY, as well as discarding or tributing monsters to increase the GY size.  If you have two Stygians and three Graphas in your graveyard, you can summon all 3 graphas (provided you have a dark world in your hand) and rfg both stygians, giving you 3 graphas as well as 5 fewer monsters in your graveyard to summon DaD with.
-Sometimes it's fine to use trade-in on Grapha.  You don't get the discard effect, but getting him into the graveyard is often more important.
-If you have a malefic and a virus set, you can attack with the malefic, then tribute it to the virus so you can continue to attack with your other monsters.

The deck is obviously not perfect, and is barely changed from last format-- Tour Guide is the obvious choice to change the deck, but other changes can be made.  Either way, I hope you like it as much as I do.
-Pilaf

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Rescue Rabbit Part I: The Analysis

Rescue Rabbit
4 Star Beast/Effect
300/100
This card cannot be Special Summoned from the Deck. You can banish this face-up card you control; Special Summon 2 Level 4 or lower Normal Monsters with the same name from your Deck. Destroy them during the End Phase. The effect of "Rescue Rabbit" can only be activated once per turn.
At first glance, Rescue Rabbit seems like an overpowered card that will break the format upon it's official release, but once you closely examine Rescue Rabbit you realize that it has arguably as many cons as it does pros.

The Pros
Firstly, the card seems format breaking because it can basically make any Rank 4 Xyz Monster, Mainly Evolzar Laggia or Verz Bahamut for their back-breaking effects. Secondly, this card can be used with cards that resummon advanced monsters to pump out one Rank 4 Xyz Monster a turn, Leviair the Sea Dragon is the most abusable of these because of Tour Guide from the Underworld's ability to pop out a quick Rank 3 Overlay. Thanks to cards like Leviair, it is extremely easy to access your Extra Deck Toolbox.
When I say Extra Deck Toolbox I refer to the many different options Rescue Rabbit and Tour Guide open in your Extra Deck. For example, if your opponent has a Banished Glow-Up Bulb, you can summon Tour Guide, go into Leviair and grab their Bulb for an easy Synchro Summon. Alternatively, if your opponent has a monster that needs to be handled like Chaos Sorcerer or Legendary Six Samurai - Shi En, you can go into Number 17: Leviathan Dragon or even Number 30: Acid Golem of Destruction to get over their monster. What you Xyz Summon with Rescue Rabbit is situational. For example, if you have many defensive traps to protect your plays, you can go into Lavalval Chain and set up for a Trishula play next turn (I will explain this play at the end of the article.)
Overall, Rescue Rabbit with Tour Guide gives you a massive toolbox in your Extra Deck that can pump out a unique blend of devastating plays. However, it is still not a perfect engine.


The Cons
While Rescue Rabbit has a massive toolbox, it has it's share of drawbacks. The largest of these drawbacks is that Rescue Rabbit requires roughly six Normal Monsters to be functional. A deck purely based on Rescue Rabbit will usually run 3 Kabazauls and 3 Sabersaurus, to pump out Evolzar Laggia. Normal Monsters are essentially dead draws, and if you get multiples of them your chances of winning are lower than being turn 1 Trap Dustshooted. Some remedies that people have been trying out are Moray of Greed for Kabazauls or Allure of Darkness for Verz monsters. While Allure of Darkness is an excellent card to remedy this problem, Moray of Greed itself is very often a dead card itself.
Now, you may be thinking that Agents run an even worse Normal Monster (Mystical Shine Ball), yet that deck is one of the best in the format. This may be true, but you must consider two things that are important to this drawback. Firstly, Venus can Special Summon Shine Balls from your hand, where Rescue Rabbit cannot Summon Normals from your hand, keeping them dead. Secondly, Agents are a much more destructive deck than Rabbit, making this downside less of a problem. Rabbit Decks play more like a Desruptive Beatdown deck, and this type of deck feels the weight of those dead cards that much more than an outright Agressive Beatdown deck.

Overall, I personally believe the Pros do outway the Cons, making the deck very much worth playing. In Part II, I will go into more detail regarding the many types of decks that can use Rescue Rabbit effectively, as well as many of my suggested cards for Rabbit Decks.


Here is a simple combo that uses the Rabbit and Tour Guide Toolbox, I referenced it earlier in the post.

Two Turn Lavalval Chain Trishula
T1: Play Rescue Rabbit, go into Lavalval Chain. Detach one material from Chain and topdeck Tour Guide for next turn.
T2: Summon Tour Guide, go into Leviair. Detach one material from Leviair to Special Summon Rabbit back. Special Summon 2 Level 4 Normal Monsters with Rabbit. Detach Second Material from Chain, Mill Glow-Up Bulb. Special Summon Bulb, Synchro with both Normal Monsters and Bulb into Trishula.
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tcg tgs;an amalgamation of broken cards

This deck, I like to call TCG TG is as you can tell at a glance, a combination of powerful engines and cards like tengu, tour guide, sangan, gorz, BLS and the Tech Genus engine. Tour guide is easily the best card in the deck - making almost any hand really powerful,either by xyz or simply fetching sangan, as long as it doesn't get veilered,particularly it allows you to run bls consistently despite only running 2 lights in the maindeck, and utopia and wonder magician in the extra deck.




Next, let's take a look at the other whored out TCG exclusive that's been in every deck, Reborn tengu. this card has lots of uses, maintaining field presence and blocking attacks early game synchroing without losing any card advantage - sometimes Gaining it even. Both of these TCG exclusives are powerful and serve many purposes in the deck.

Then, we have the TG engine. Striker and warwolf both have effects that lead to free synchros, With striker's pseudo cyber dragon effect,and warwolf's effect that synergizes with special summons in general, you can make a level 5 - such as TG wonder magician which is an amazing level 5 and a Light. The other effects that they all have is tutoring each other, meaning all kinds of creature swap shenanigans and making it hard for your opponent to steal your card advantage in general

another very handy thing this deck has plenty of is the "hand traps" - monsters that have effects that activate from the hand in your opponents turn - veiler is the most common one and for obvious reasons - negating an effect in this meta is very powerful, doubly so when it's not vulnerable to heavy or veiler,aside from that it's a tuner and if you are put into a situation you can summon it for synchro shenanigans. Maxx "C" is a great advantage card, you generally go + off of its draw effect or force your opponent to make an unsatisfactory play. Gorz and Tragoedia are boss monsters that can be summoned when you take damage, tragoedia generally has above average attack in this deck and can lead to synchro and Overlay options with its other effects, gorz is a level 7 on top of generally summoning 2 Beatsticks with its token effects, so that's more synchro options if you need.

The spell and trap lineups mostly explain themselves, avarice lets you + more while recycling your bullshit cards, allure is great drawpower, mind control is practically staple in any deck post-xyz, creature swap is the one card that's more of a tech choice - you could easily replace it with smashing ground as an out to troublesome cards like thunderking rai-oh, the biggest weakness to the deck.

The sidedeck is pretty basic as I've only participated in one relatively small tournament, but until I have more time to work on it, it gets the job done

Overall I'd say this build is very powerful and versatile in play, but not without its weakness - thunder king rai-oh,mind crush, and dimensional fissure are all problems for the deck. But it's still very fun and worth giving a shot in my opinion



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Chappy: Main Character and Professional Topdecker

I can't into introductions properly.
My handle is Chappy usually, and i prefer to be called Felix by my friends. (But I still don't like being called Felix. I know I'm insane)
I am 17 years old hitting 18 soon. I've started to play Yugioh at locals with Blackwings and it is a neat environment there. On DuelingNetwork I enjoy using underpowered archetypes and improving them.
It goes without saying I know what I'm doing even if I don't hop on the mainstream stuff like Tengu and Tour Guide. Anyhow, I lack the ability to write coherently so let's just pretend I said everything I wanted to and uh look forward to my posts along with the rest of the team. It'll be worth your while.
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Deck Profile: Tengu Plants




There are a lot of decks that I enjoy. Plant decks are one of them. The fact that they are explosive, powerful, and pack a lot of good cards into the deck, making it really hard for you to ever draw a card you can't use. All of that really turns me on to the deck.


In a Plant Synchro deck, as the name implies, you do a lot of synchro summoning. With the introduction of XYZ monsters, the deck has been given more options to play around with.

Loaded with three Tour Guide of the Underworld, which has been said to be the "One Card Toolbox," the deck makes Rank 3 XYZ monsters very easily, and you can use them to gain the upper hand against your opponent. Your Extra Deck is your toolbox, and the field is your work space.





The Graveyard is also another toolbox in a Plant Deck, you need it to get the effects of cards like Spore, Glow-Up Bulb, and Dandylion. Some Plant Decks mill to get their good cards that should be in the Graveyard into the Graveyard. This variant does not mill, save for Glow-Up Bulb's effect. The deck draws into it's cards, and then dumps them into the graveyard with cards like Foolish Burial, and One For One. A very wonderful combo is playing Foolish Burial, and dumping a Dandylion into your graveyard to receive the Fluff Tokens from it's effect, then Normal Summoning a Debris Dragon, and using his effect to Special Summon the Dandylion back, and then synchroing with everything to create an easy Trishula, Dragon of the Ice Barrier, and still have two fluff tokens on the field. This can also make a quick and dirty Scrap Dragon, with fluff tokens as fodder for this destruction effect.


Monsters such as Reborn Tengu can make Synchro and XYZ summoning a breeze. Sangan helps search out your Lonefire Blossom or Tuners. Thunder King Rai-Oh adds a touch of Anti-Meta to the deck, preventing your opponent from getting the effects of cards like Sangan, or Snow, Unlight of Dark World, or even E - Emergency Call, as well as preventing your opponent from synchro summoning or XYZ summoning, or even special summoning a Cyber Dragon. Effect Veilers can keep your opponent from making their large plays. If that cannot stop them, a Maxx "C" will hopefully make you draw enough cards to have a decent answer to their play on your turn, and give you a nice advantage.
The deck has access to Black Luster Soldier - Envoy of the Beginning, and Gorz the Emissary of Darkness. Both are very aggressive cards and can save you from certain defeat, and help make a big push. Cards like Enemy Controller and Mind Control can also make some aggressive plays as well, by stealing opponent's monsters and synchroing or XYZing with them.
Cards like Trap Dustshoot and Scapegoat make your opponent feel stupid for wasting a Mystical Space Typhoon on the card, and the deck makes good use of Solemn Judgment, and Solemn Warnings. Scapegoat is especially fun, because you can synchro with the tokens, use them for Enemy Controller, and simply use them as a wall for a turn or two. The deck makes it's big Synchro and XYZ plays, and then recycles everything back into the deck by playing Pot of Avarice.

Cards such as Enemy Controller and Mind Control are truly beautiful cards when used in this deck. Mind Control turns your opponent's annoying Thunder King Rai-Oh into a T.G. Hyper Librarian, if you have a tuner in hand. Enemy Controller can be used on an opponent's boss monster, or during their turn, you can chain Enemy Controller, tribute a Sangan/Reborn Tengu/Dandylion/Scapegoat Token/whatever the fuck, grab their tuner, and disrupt their plays. One of my favorite plays so far has been grabbing an opponent's Formula Synchron with Enemy Controller and syncing it to my Tengu and a Fluff Token, making a Black Rose Dragon, and clearing the field, all during his turn.

New additions to the Extra Deck are Orient Dragon, which is a card you can make with Debris Dragon and a Maxx "C", or some Fluff Tokens, or any combination of cards, and can eliminate your opponent's annoying Stardust Dragon or other problem Synchro monster. Another new card is an upcoming Rank 4 XYZ monster: Lavalval Chain.


Rank 4 FIRE Sea Serpent 1800 ATK/1000 DEF
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card toactivate 1 of the following effects:
Send 1 card from your Deck to the Graveyard.
● Choose 1 Monster Card from your Deck and put it on top of your Deck.

This card is amazing, easy to make, and can dump a plant into the graveyard for you so that you can do some Synchro summoning, or add a card to the top of your deck so that you can draw it next turn, or maybe even draw it on the same turn, if you have a T.G. Hyper Librarian on the field, and make a Synchro monster whilst he's out. It can make you draw into your Black Luster Soldier quickly, your Lonefire Blossom, your Debris Dragon, nearly any monster you need to topdeck.

Another addition to the Extra Deck will soon be Wind-Up Zenmaines, a Rank 3 XYZ monster.


Rank 3 FIRE Machine 1500 ATK/2100 DEF

2 Level 3 monsters
If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. Once per turn, during the End Phase, if this effect was used this turn: Target 1 card on the field; destroy it.

This card is much like Gachi Gachi Gantetsu, only with a destruction effect at the End Phase, making your opponent think twice about trying to play any monsters, or Spells and Traps. The downside to this card is, if it is the only card on the field, and it's effect activated, you will then have to destroy it, so you have to be very careful when you play the card. Tour Guide of the Underworld makes summoning this card easy as hell.

All in all, Tengu Plants is still an amazing deck, and while some matches such as Gravekeepers and Macro can be somewhat tough, they are not impossible. Tengu Plants benefits greatly from side-decking, and can overcome nearly any obstacle, it seems, given the right tools. Definitely a deck I plan to play locally. That's all for now.

-Brian



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